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Chilkoot

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Everything posted by Chilkoot

  1. Some quick notes for anyone else tinkering with Orbital Logistics. Please correct me if I'm wrong here: Transfer time and cost influences are not immediately obvious... For two ships in the same orbit 100m apart, the xfer time was almost 6 days, but the cost was cheap. For two ships very far apart in orbits off by 90 degrees, the xfer time was only 2 days, but the cost was high. I'll try to figure this out and post a chart. I *think* cost is based on raw distance, and time is based on sum of orbital altitudes from the surface, but more to come on that... There appears to be no benefit to having a pilot on board the sending or receiving logistics modules Make sure you have Planetary Logistics toggled on for both sender (origin) and recipient (destination) containers, or the transfer window may error out. Still, I was able to transfer LFO between ships in containers with no logistics capability, so this may not be what's causing the error. Creating 5 TC (TransferCredits) will cost 1 material kit, 2.25 Liquid Fuel and 2.75 Oxidizer. I don't see anywhere that will show you how many transfer credits you have stockpiled until you go through a few menus and setup the actual transfer. TransferCredits do not consume inventory space, and you do not need a container for them. It appears to be just a variable with no other 'physical' manifestation What an awesome mechanic, and thanks RoverDude for bringing it back. The transfer costs are realistic and I think you've really nailed the balance with the time trade-off and other considerations.
  2. Does anyone have a link to some more info on Orbital Logistics? This feature sounds pretty damn cool, but I can't find much/anything recent on how it functions. Thanks in advance for any leads! EDIT: This system actually looks pretty straightforward... use one of the logistics modules (Duna or Tundra) to produce TransferCredits (essentially a new resource) out of MaterialKits and LFO. Then spend those TransferCredits to move materials between two ships in the same SOI (landed or orbital) via a GUI accessible from the logistics module. Both partners in the transfer need to have either the Duna or Tundra logistics module. Not sure 'expensive' it is yet - need to test it out - but it looks like it will save a lot of unnecessary futzing around, even if it's quite expensive to use.
  3. I just wanted to say a sincere thank-you for this, JadeOfMaar. The config file worked perfectly, and there is now a bit of Exotic Mineral on Eta, so between the the two bodies I can build a fully self-sustaining base of operations. I was on the brink of abandoning that save, which represents probably 100+ hours of play, and was seriously bummed out about starting over due to a poor RNG result... I really had my heart set on the facing the challenge of populating that planetary system. If you're ever in the Toronto area, count on me for beers.
  4. I'm on GPP 1.6.1.2 and I can say without equivocation that there is still a biome called #LOC_GPP_Planets_Biome_JebsDivesDisplayName. You can land there and do research, and its resource values and science are unique compared to others. Data from today: Thanks for that info for the GameData folder. I'm assuming this needs to be pasted into a file with a particular name and/or extension. I'll figure that out... is this something that will be read by Mod Manager on boot? EDIT: Here's some more proof I'm not pulling that biome out of my butt... Last shot has lat/lon to help with troubleshooting. Hopefully of some use!
  5. Yeah, it's a bit of a head scratcher - not sure what the chances of all zeros are, but it's low enough to raise an eyebrow. One of the biomes names on Eta is messed up (the Jeb one), and I thought the two might be related. Being honest as a player, this was a real buzz kill after all the prep to build a large colony there. Shipping in goods means micro-management on a more macro timescale, so there's a good chance I'll abandon the build plan and likely the save in general. I'm going to see if there's a way I can edit in even a 0.5% concentration so as not to lose all that effort.
  6. Yes, on a re-read, I misunderstood the entry on Thalia/Eve, and thanks for clarifying. I took that to mean base builders would be pinballing back/forth to find enough resources... the entry is clear, my brain wasn't Thalia is awesome, by the way. I don't know how you managed that uh... 'effect' (no spoilers) programmatically without an atmosphere, but it's really well done. Hell or high water, I'm colonizing that system!
  7. I've been working for a while to establish a permanent, self-sustaining base in the Thalia/Eve system. After checking every biome thoroughly, I've noticed that there is zero concentration of Exotic Minerals on both bodies. no EM anywhere in the couplet. Anyone know if this is a bug? Seems odd not to be able to setup a self-sustaining base there, as it's hinted in the description you'd need to mine from both to be successful. That description is what brought me there in the first place as it looked like a good challenge. So I guess a) if it's a bug, please consider this a bug report and b) if it's not a bug, is there a way to add this after the fact once the solar system is generated? This looks like a very fun risk/reward planetary system, and I'd love to setup a strong permanent presence there. Also, if any of the creators see this, *thank you* for hands-down the best planet-pack content available for KSP! I'd say without doubt the progression and overall design are far better than the stock system. You deserve very high praise for all your work on this mod.
  8. To the guy asking about automated Karbonite mining above: The MPU's can also *push* to planetary logistics without a pilot or logistic modules (they have ModulePlanetaryLogistics as true). Here's an example craft you can drop to mine a variety of K/K+ products and push to planetary stores: Main parts: Ranger cooling (x2) and electrical production Ranger inflatable storage #5 (Karbonite + H2O) 4x Radial Karbonite drills Skycrane and LFO tank for descent and hopping around b/w drill sites 4x Kontainer tanks: LFO, Monoproprellant, Karborundum and LH2 Karbonite Distiller (BSX-100) Karbonite Converter (BSP 1-25) Material Processing Unit (1.25m) - 0 machinery, as it just has to exist, not run 2x Portable Karbelectric Generator Solar arrays, antenna, surface scanning module, portable Karbonite sample kit, remote control/command module It can autonomously mine and/or produce the following products and store them in planetary logistics automatically, or share with local logistics that are in range (150m/2000m): Karbonite Karborundum Water Liquid Fuel + Oxidizer (optionally refill it's own tank first, then send to planetary storage) Liquid Hydrogen (LH2) Monopropellant It has 3 4 power sources: Nuclear, Solar, Karbelectric and Beamed any of which can power it fully - choose the best depending on heat and light exposure. It needs about 1% karbonite concentration in the ground to self-power on Karbelectric. The Ranger cooling solution is sufficient for almost anywhere, but if you land it somewhere *extremely* violent like Thalia in GPP, you need to add 2 large radiators, which makes it sustainable even on nuclear power. This is definitely a set-it-and-forget it miner that you put in a corner with a high K/K+ (SiK?) concentration to fill up planetary resources. The nuclear fuel is good for a few years, whereas the solar and karbelectric are essentially perpetual though they can result in lower overall yields. EDIT: I know there are some better parts choices - I'm on career and this is what I have access to currently.
  9. I've also just realized the inflatable storage module - when uninflated - can hold a small supply of material kits, specialized parts, and machinery too. An engineer's bag of tricks for field maintenance. I *have* been using the Akita for maintenance circuits, but in very low gravity and with rough terrain it can be pretty hard to manage with any kind of load (like anything with wheels), so I wanted to try either walking or EVA flying as an alternative.
  10. Question: Is there a small KIS-sized container to carry around some MK and SP for EVA maintenance/swap operations? I have some automated (unmanned) drilling platforms scattered in a radius around my main base. From time to time, I want to change what materials are being mined/processed/stored, and that means sending over a Kerbal on EVA. As these swap operations require Material Kits and Specialized Parts, I'm trying to find a small "maintenance kit" container that holds some of each (maybe 100/25), which the Kerbal engineer can carry around on EVA. Does anyone know if something like this exists? I guess something like the Karry Kan, but which would hold MK+SP in a 4:1 ratio, or even separate containers would work. Thanks in advance for any leads.
  11. First off, let me apologize for how that note came across. The wiki and KSPedia entries for MKS are better than those for 99% of the mods out there, and the work people put into writing and maintaining the docs and diagrams is very much appreciated. The difficulty is that MKS adds a *lot* of stuff, so the challenge is making a body of docs that's both complete as a reference for advanced players but also accessible to beginners. I've written a fair number of game manuals in the past, and as I mull over ways to present this topic, I realize how big of a challenge it would be. I don't know how much time I could commit to assisting with a refresh, but I have a *few* ideas on presentation to help ease people into the mechanics. Whether they'd be better than what's there is debatable... writing great game documentation is a pretty big undertaking when you have complex systems like with MKS. I'll try to carve out some time to draft something up and send it over if you're interested - there may be some idea nuggets in there that would be helpful.
  12. Just so you know, the drills in separate biomes must *not* be connected (must not be part of the same structure), or they will use the resource concentration found beneath the 'root' part of the entire structure, and you will lose the advantage of drilling in multiple biomes. For example: Your midlands have a Uranite concentration of 0%, but your highlands have a concentration of 10%. Your main base with all the processing is on the midlands, but needing Uranite, you extend a wing out onto the nearby highlands and place a few drills there. The new drills in the highlands will 'think' they are in the Midlands, as the root part of your base sits in the midlands, and these new drills will not produce any Uranite. The way around this is to create a new, smaller, disconnected base in the highlands with power/cooling/storage and put your drills there. You can optionally use the "-A" drill variants, as they are automated and you won't need to have an engineer housed there for efficiency. As long as you have some Uranite storage attached to this mini mining outpost, if it is in range, it will use the MKS Logistics feature, and can share resource with storage in your main base (you must have Uranite storage in both the main base and the smaller base for this to work). This way, it can be disconnected and gain the benefit of the separate biome, but still share resources with the main base for processing.
  13. Pls don't shoot the messenger, but was a fair assessment. There is a large body of out-of-date, conflicting and incomplete info regarding the MKS systems in general floating around the web (out of your control, I'm sure). To get my first real ground base working, I had to pull info from at least 20 web/forum sources, and even then it was mostly trial-and-error on the launch pad to figure things out. This is very much a case of "if you know what you're looking for, it's easy to find", and it likely seems trivial to those who already know how it works, but for people trying to figure out how it all fits together the first time... well, I think most give up before succeeding, which is a shame as it's such a robust and rewarding undertaking.
  14. Hey man, can't wait, and thanks again for all the work you've put into this incredible mod
  15. Has the mod creator confirmed he's rebalancing the USI-LS stats? I was about to grab this mod, but as a LS user, I'll wait to install it if there is a big overhaul coming...
  16. Thanks very much to everyone involved in getting this fix out to normals like me so quickly. Your efforts are truly appreciated!
  17. @DMagic Running perfectly under testing now, with no noticeable stutters even using CRP. Thanks again for the awesome mod!
  18. I have the same symptom with 18.3. The 1-second stutter happens when this option is enabled: Settings -> Background Settings -> All Scanning active Toggling it in-game will cause the stutter to manifest or not depending on the toggle. The stutter happens even on a fresh start game, with nothing in orbit, no satellites active, etc. Definitely not GPU as previously noted. EDIT: Forgot to mention that this problem only surfaces when you're in a screen where time passes, so launch pad, space etc. It does not happen inside the assembly buildings or other menus, including the main game menu. Seems to only be happening when the global data collection calculators are happening. Happy to help test and/or provide feedback. Thanks again for this incredible mod! (EDIT 2: Confirmed this is happening on completely vanilla, fresh install and new game with only ScanSat and the required mod manager addons installed, so it doesn't look like a conflict with other mods. Toggle still has same effect).
  19. Understood re throttle - makes sense. For the Medusa, I had to toggle retract/extend a couple of times then it worked fine. Seems like the graphic and the actual state were out of sync at launch or something. Thanks again for the assistance and the all the fantastic content.
  20. Hi all - I've been trying out this amazing mod (thanks RD!), but the behavior is a little different than videos I've seen which were recorded in the last year or so (ie presumably recent iterations): Throttle doesn't seem to have any effect on bomb frequency. It's a constant 4-5 bombs/second regardless of throttle settings. Tested primarily on Orion using the various propellant categories Medusa engine doesn't seem to generate any thrust at all. If anyone can shed some light on these oddities, I'd be grateful. Otherwise, this a very fun mod for building giant, interstellar arks
  21. Sorry if this is a repost - I've searched and can't find the answer. Does anyone know how to enable those beautiful, transparent windows on the Karibou cab as shown in image in the top post? I've installed the JSI transparency mod as noted in some other threads, but it doesn't seem to do anything with the USI parts. Is there a manual config or something I need to implement? Thanks for any leads!
  22. First off thanks so much for this amazing mod. I noticed that the 10m inflatable heat shield is not being scaled like the other heat shields - the other shields are all registering at 50% unmodded weight as per your description, but that new heat shield is still at it's stock weight of 1.5t. The new 10m part has its own space in the squad\parts directory (InflatableHeatShield) where all the others are in the plain old HeatShield directory, which is perhaps why it's being treated differently. Not sure if intentional or not, but thought you'd like to know.
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